gecko/content/canvas/test/webgl/conformance/gl-scissor-test.html

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<!--
Copyright (c) 2009 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>WebGL Scissor Test</title>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/desktop-gl-constants.js" type="text/javascript"></script>
<script src="../../debug/webgl-debug.js"></script>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2" style="width: 40px; height: 40px;"> </canvas>
<script>
description("Check if glScissor setting works.");
debug("");
debug("Canvas.getContext");
var wtu = WebGLTestUtils;
var gl = wtu.create3DContext(document.getElementById("canvas"));
if (!gl) {
testFailed("context does not exist");
} else {
testPassed("context exists");
debug("");
gl.clearColor(0,0,0,0);
gl.clear(gl.COLOR_BUFFER_BIT);
// clear a portion of our FBO
gl.enable(gl.SCISSOR_TEST);
gl.scissor(0, 0, 1, 1);
gl.clearColor(0,1,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
var b = new Uint8Array(2 * 2 * 4);
gl.readPixels(0, 0, 2, 2, gl.RGBA, gl.UNSIGNED_BYTE, b);
checkPixel(b, 0, 0, [0, 1, 0, 1]);
checkPixel(b, 1, 0, [0, 0, 0, 0]);
checkPixel(b, 0, 1, [0, 0, 0, 0]);
checkPixel(b, 1, 1, [0, 0, 0, 0]);
function checkPixel(b, x, y, color) {
var offset = (y * 2 + x) * 4;
var match = true;
for (var c = 0; c < 4; ++c) {
if (b[offset + c] != color[c] * 255) {
match = false;
break;
}
}
assertMsg(match, "pixel at " + x + ", " + y + " is expected value");
}
}
debug("");
successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
<script>
</script>
</body>
</html>